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[2017-9-24. : 7:25 am] jjf28 -- health care bill take 5 looks dead https://www.cnbc.com/video/2017/09/22/mccain-i-cannot-in-good-conscience-vote-for-graham-cassidy-health-care-bill.html[2017-9-24. : 4:11 am] m.0.n.3.y -- jjf28jjf28 shouted: m.0.n.3.y m.0.n.3.y not enough, apparently Yeah seriously lol Like what I said in your quote is true, just not for BRING ACTION specifically. No idea why lol. I spent so much time going through all my triggers trying to figure out what if I messed something up. I should've known it wasn't me and just some stupid nuance coding thing with starcraft and scm draft lol ;p ;p![]() [2017-9-24. : 4:04 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: The original beacons question has been solved, good god: click to learn something you probably didn't lol http://www.staredit.net/topic/17464/#1 m.0.n.3.ym.0.n.3.y shouted: jjf28 beacons can be detected for all players, and neutral counts under all players, i tested not enough, apparently ![]() ![]() [2017-9-24. : 3:59 am] m.0.n.3.y -- The original beacons question has been solved, good god: click to learn something you probably didn't lol http://www.staredit.net/topic/17464/#1[2017-9-24. : 3:32 am] m.0.n.3.y -- Anyone know off the top of their head if uraj crystal and other powerups count as [men] or [any unit], etc.?[2017-9-24. : 3:26 am] m.0.n.3.y -- jjf28jjf28 shouted: also someones doing some seriously not-ok stuff to my helms map... I sorry[2017-9-24. : 3:26 am] m.0.n.3.y -- jjf28jjf28 shouted: m.0.n.3.y nothing jumps out at me, so I'd have to start testing things (like whether becons can be detected for "all players" beacons can be detected for all players, and neutral counts under all players, i tested ![]() [2017-9-24. : 2:30 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: jjf28 did you give up on it?!?? nothing jumps out at me, so I'd have to start testing things (like whether becons can be detected for "all players"![]() [2017-9-24. : 2:04 am] m.0.n.3.y -- jjf28jjf28 shouted: and see the full context/have people with the same question be able to see the answer... but mostly minerals did you give up on it?!?? ![]() ![]() [2017-9-24. : 1:58 am] m.0.n.3.y -- jjf28jjf28 shouted: it's a tricky one isn't it ;p https://youtu.be/1Isjgc0oX0s[2017-9-24. : 1:45 am] m.0.n.3.y -- Question is up http://www.staredit.net/topic/17464/ ... if anyone could help that would be great! I've been stuck for hours lol[2017-9-24. : 1:27 am] m.0.n.3.y -- jjf28jjf28 shouted: m.0.n.3.y post your triggers in an assistance thread where I can actually make minerals off the question Posting now but forum takes forever to load ![]() ![]() [2017-9-24. : 1:25 am] jjf28 -- and see the full context/have people with the same question be able to see the answer... but mostly minerals ![]() [2017-9-24. : 1:23 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: jjf28 so how do I make sure i'm rerolling once per trigger cycle? Right now I have all of the "There's already a unit in that location so reroll" triggers together at the top for the 8 locations, and then the "There's no unit in that location so you're good to move a beacon there" triggers for the 8 locations just below them. .... So I'm not sure why this isn't working if it should? Your other solution seems fine but it just seems like this should work and I have no idea why it's not lol post your triggers in an assistance thread where I can actually make minerals off the question ![]() [2017-9-24. : 1:20 am] m.0.n.3.y -- jjf28jjf28 shouted: assuming you're rerolling once per trigger cycle till you get one of the other 7 locations then yea that's fine (and statistically will happen pretty quick); if you need it in the same trigger cycle then you'll want to randomize 6 switches, probably collect the result into a death counter (if sw1 set, add 32, sw2 set, add 16 , ..), then make 0-8 = location 1, 9-15 = location 2, 16-23 = location 3, and so on, one of them will have a 1/64th greater chance of being chosen tho so how do I make sure i'm rerolling once per trigger cycle? Right now I have all of the "There's already a unit in that location so reroll" triggers together at the top for the 8 locations, and then the "There's no unit in that location so you're good to move a beacon there" triggers for the 8 locations just below them. .... So I'm not sure why this isn't working if it should? Your other solution seems fine but it just seems like this should work and I have no idea why it's not lol[2017-9-24. : 1:13 am] jjf28 -- assuming you're rerolling once per trigger cycle till you get one of the other 7 locations then yea that's fine (and statistically will happen pretty quick); if you need it in the same trigger cycle then you'll want to randomize 6 switches, probably collect the result into a death counter (if sw1 set, add 32, sw2 set, add 16 , ..), then make 0-8 = location 1, 9-15 = location 2, 16-23 = location 3, and so on, one of them will have a 1/64th greater chance of being chosen tho[2017-9-24. : 1:08 am] m.0.n.3.y -- and it's worth mentioning that the beacons are owned by neutral player, but i'm using "All Players" to account for everyone[2017-9-24. : 1:06 am] m.0.n.3.y -- jjf28jjf28 shouted: m.0.n.3.y the best you can do is re-roll or randomize a larger number and divide it into approximately 7; or if you're not concerned about having perfectly divided chance you can move it to the next location in the list So what I was doing is having two triggers for each possible outcome: EX: TRIGGER 1: If switches are set, set, set ; AND ; all players bring exactly 0 unit to location ; THEN ; move beacon to location .......... The other outcome is this: TRIGGER 2: If switches are set, set, set ; AND ; all players bring at least 1 unit to location ; THEN ; reroll randomization (randomize switch 1, switch 2, switch 3) ........ is this not good for some reason?[2017-9-24. : 1:03 am] jjf28 -- m.0.n.3.ym.0.n.3.y shouted: Alright guys I need help: I have a setup where I'm randomizing 3 triggers to move a protoss beacon to a random location (out of 8). The only thing is that if there is already a beacon there, or another unit, I don't want to move a beacon there and want it to instead move it to one of the other 7 locations. The problem is that maybe 10% of the time the beacon will move to the same location twice. That is, even though there is a beacon there it will move to it. Can someone help me out here? the best you can do is re-roll or randomize a larger number and divide it into approximately 7; or if you're not concerned about having perfectly divided chance you can move it to the next location in the list[2017-9-24. : 1:01 am] m.0.n.3.y -- Maybe it has something to do with this: are beacons included under ANY UNIT, and is neutral player included under ALL PLAYERS? My testing showed yes to both but maybe I'm wrong?[2017-9-24. : 1:00 am] m.0.n.3.y -- Alright guys I need help: I have a setup where I'm randomizing 3 triggers to move a protoss beacon to a random location (out of 8). The only thing is that if there is already a beacon there, or another unit, I don't want to move a beacon there and want it to instead move it to one of the other 7 locations. The problem is that maybe 10% of the time the beacon will move to the same location twice. That is, even though there is a beacon there it will move to it. Can someone help me out here?[2017-9-23. : 11:49 pm] m.0.n.3.y -- Anyone know off the top of their head of map revealers are counted under [any unit]? It seems like they are[2017-9-23. : 8:51 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: they should be able to be moved from an invalid location, just not to an invalid location Oh you're right, my move to location must have been too small[2017-9-23. : 8:49 pm] O)FaRTy1billion[MM] -- they should be able to be moved from an invalid location, just not to an invalid location[2017-9-23. : 8:49 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: you should be able to move them as long as where you are moving them to is clear Maybe cause i started them over water not on land, or beacuse they're stacked? I shall try again[2017-9-23. : 8:48 pm] O)FaRTy1billion[MM] -- you should be able to move them as long as where you are moving them to is clear[2017-9-23. : 8:47 pm] m.0.n.3.y -- It seems like you also can't move neutral player units/buildings. I just tried stacking 5 protoss beacon on top of eachother and moving 1 to a different location every 5 seconds and none of them moved[2017-9-23. : 8:46 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: the only exception is a flag beacon, which will spawn a flag of the correct color at whatever time they spawn flags But the beacon itself still remains the original color? Hmmm so that's still not very useful[2017-9-23. : 8:42 pm] O)FaRTy1billion[MM] -- the only exception is a flag beacon, which will spawn a flag of the correct color at whatever time they spawn flags[2017-9-23. : 8:42 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: no, the only way to have them be neutral colored is to preplace them Ah... It's all about these little nuances that makes mapping difficult. Thanks man[2017-9-23. : 8:42 pm] O)FaRTy1billion[MM] -- unless you have some unused player that you can set their color to neutral[2017-9-23. : 8:41 pm] O)FaRTy1billion[MM] -- no, the only way to have them be neutral colored is to preplace them[2017-9-23. : 8:41 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: when players leave or are defeated all their units are given to player 12, so they retain their color So basically there's not way to create units for neutral player and have them retain neutral color?[2017-9-23. : 8:40 pm] O)FaRTy1billion[MM] -- when players leave or are defeated all their units are given to player 12, so they retain their color[2017-9-23. : 8:34 pm] m.0.n.3.y -- FaRTy1billionFaRTy1billion shouted: I'm not sure what you mean. If you give a unit to an active player (1 through 8) the color should change to match the player, but when giving to player 9, 10, 11 or 12 the color will remain whatever it was before Ooooh fuck that makes sense, that's super annoying. Why is it like that? And does that affect all units/buildings? EX: Giving a flag from p1 red to p12 neutral will make the flag stay red, just like any other unit/building?[2017-9-23. : 8:31 pm] O)FaRTy1billion[MM] -- I'm not sure what you mean. If you give a unit to an active player (1 through 8) the color should change to match the player, but when giving to player 9, 10, 11 or 12 the color will remain whatever it was before[2017-9-23. : 8:30 pm] m.0.n.3.y -- Hey so why is it the case then when giving a unit like a protoss beacon to neutral player it changes colors, but then when you try to give it back it doesn't change colors. IE: you can only give a unit between a player and a neutral player once and have the unit change colors to its corresponding player[2017-9-23. : 7:02 pm] O)FaRTy1billion[MM] -- lil-Infernolil-Inferno shouted: rockz are you Mandark LMAO that was my first thought too[2017-9-23. : 6:05 pm] rockz -- lil-Infernolil-Inferno shouted: rockz are you Mandark LMAO https://www.youtube.com/watch?v=L_vpfblTqng[2017-9-23. : 6:02 pm] lil-Inferno -- rockzrockz shouted: HA HA HAHAHA HAHAHA HA HAHAHA are you Mandark LMAO[2017-9-23. : 5:44 pm] Roy -- lil-Infernolil-Inferno shouted: m.0.n.3.y YouTube. Just search "[X] sound effect". I'll let you figure out how to extract a wav yourself. https://xkcd.com/763/[2017-9-23. : 4:22 pm] m.0.n.3.y -- Dem0nDem0n shouted: Doesn't matter where you save them. You just have to import them via the sound editor and they'll be there. Awesome thank you sir[2017-9-23. : 3:46 pm] Dem0n -- Doesn't matter where you save them. You just have to import them via the sound editor and they'll be there.[2017-9-23. : 3:34 pm] m.0.n.3.y -- lil-Infernolil-Inferno shouted: m.0.n.3.y YouTube. Just search "[X] sound effect". I'll let you figure out how to extract a wav yourself. so where do I save the wav files to make them appear in scm draft? currently when i try to add WAV sounds to my maps the section is just blank, like there aren't any Wavs available to be added. So what folder do I save them too?[2017-9-23. : 2:36 pm] NudeRaider -- JackJack shouted: https://www.reddit.com/live/zne2660dkv13/ let's gooooooooo we'll reelect "Merkelchen" tomorrow ![]() [2017-9-23. : 2:35 pm] NudeRaider -- m.0.n.3.ym.0.n.3.y shouted: Pr0nogo I do test I just like to double check. Using neutral players so thought something might be different. As far as I can tell everything checks out though iirc you can't create units for ghost or neutral players. but you can give them units.[2017-9-23. : 12:09 pm] jjf28 -- JackJack shouted: https://www.reddit.com/live/zne2660dkv13/ let's gooooooooo other countries have elections?[2017-9-23. : 11:39 am] lil-Inferno -- m.0.n.3.ym.0.n.3.y shouted: Um do you guys have a favorite/good place to get wav files/search for wavs to download? YouTube. Just search "[X] sound effect". I'll let you figure out how to extract a wav yourself.[2017-9-23. : 10:03 am] O)FaRTy1billion[MM] -- you can't add them to vultures, but you can spawn them directly[2017-9-23. : 10:03 am] O)FaRTy1billion[MM] -- m.0.n.3.ym.0.n.3.y shouted: New question: Can you create vulture spider mines or do you need to harvest them, seems like you need to harvest? you can create them[2017-9-23. : 9:59 am] m.0.n.3.y -- Um do you guys have a favorite/good place to get wav files/search for wavs to download?[2017-9-23. : 9:48 am] m.0.n.3.y -- Pr0nogoPr0nogo shouted: these are all questions you'd find answers to by just creating the trigger you describe and testing it I do test I just like to double check. Using neutral players so thought something might be different. As far as I can tell everything checks out though |
Excalibur, Andrea Rosa, Revenant